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Vile

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Everything posted by Vile

  1. I'd say a small Zulie* cost, or free full stop. It would remove the necessity of needing more than 1 character of a same class. I personally, do not want or feel people should be compelled to go through the leveling process and potential attunements or Faction Passive grind, simply because the resets are so costly or unobtainable without IRL cash payments. I also am not fond in general of anything that promotes trading of end-game gear, as it's a gateway for scams, and for dodging the punitive measures of bans or suspensions. It also undermines the effort it takes to get them, when 1 group of "friends" or "family" can share a gear set for each class, reducing the participation in end-game content to achieve those, while additionally immediately lowering the, respect for geared players is the only way I can phrase it atm. In short, I just don't like it. I don't like the idea that I could spend weeks getting a gear set, and have someone dismiss all the effort and time it took by saying "you probly bought it cause you suck". And people do that, we know it.
  2. Wouldn't you problem be significantly, if not entirely diminished if they gave us free unlimited skill / stat reset?
  3. You could buy it from IM but it wasn't mandatory, there were in-game options for that. The Developers would make money hand over fist if they allow the IM costumes to be freely sold, as they were in NA.
  4. That'd be assuming the Faction Quests aren't adjusted to lower levels. I personally plan to use the faction quests to get very early "Valor" gear for an advantageous power gain early on, since the best ones are simple delivery quests. It also assumes the lower level dungeons aren't also yielding "Valor" / "Faction Point" / whatever name they give it. They did say they wanted lower leveling dungeons. Dungeons which also might yield good leveling gear.
  5. These were the trade restrictions, so we can clear up some terms here. Item Mall Costumes: Account Bound on Equip. Item Mall Mounts: Account Locked on Use. Grade Common [White Name] Gear: Character Bound on Equip. Grade Rare [Blue Name: Drops + Crafted]: Character Bound on Equip. Grade Unique [Purple Name]: Character Bound on Equip. Grade Valor/Honor [Green Name]: Character Locked on Acquisition. Any Grade w/ Socketed Rune: Character Locked until Rune removed. These restrictions were universally applied without regard to level. For re-iterations sake: Bound could be Unbound. Locked was permenent. Please use the terms to clarity sake cause I believe there is confusion being derived from using "bound" inplace of all resitrctions.
  6. Wrong, some items were bound forever, it was called "locked". You both Bound, which could be unbound, but Locked meant it was yours forever.
  7. Also, if it's based on IP as the blanket, and depending how and when it's authorized, simply account sharing to trade items is not only outside the spirit of the restriction, but it's a vulnerability for scammers to exploit. Edit: Sorry, is it REALLY that big a deal that a level 10 blue item you got from a Pumpkin isn't tradable??? Kai's said himself he isn't talking about end-game gear, if other proponents are also along the same line of thought, are we really debating an item that gets replaced after 20 minutes of leveling???
  8. Low level items weren't bound.... especially not white name ones.
  9. Why would you have 2 max level Raiders is the better question. [The only class I can see a legitimate reason for having 2 of it Artisan if you wanted a battle Artisan]. The core of the problem isn't gear being or not being tradable. It's why you would want to have more than 1 character of that class.
  10. Valor was earned from Dungeon, Quests and Faction Quests. You could also convert Honor [the pvp currency] to Valor. Blue mob dropped gear was beyond easy to farm, and crafted gear was similarly so (Reinforced / Enchanted, Hardened, Darkened etc) Uniques are up for debate, I feel they're fine being bound and not locked, though some would argue such a rare drop should be locked on equip, to preserve the rarity. Personally, the faster and more freely it is to gear up, the quicker most collections will be completed, and we can move onto waiting for new content, or other games again. I'm fine either way.
  11. I'm going to start this with the intention of everyone understanding what each other and some Na ROSE players are saying, as some in-game terms or abbreviations might not be intuitive to a general audience. I'm going to start it off with a few terms, and then edit the list as people post more that I've since forgotten about, or feel are worth including. Character Interface Terms: STR: Strength. Primary Statistic for Soldiers, Two Handed Weapons, 1 Handed Melee Weapons, Bowguns. DEX: Dexterity. Primary Statistic for Hawkers, Dual Wield weapons, Katara, Bows. INT: Intelligence. Primary Statistic for Muse, Staves, Wands. CON: Concentration, Primary Statistic for Dealers, Guns, Launchers, and crafting difficult items. CHA: Charm, Primary Statistic for support builds. Increases potency of Buffs, Debuffs, Healing Power, Damage over Time, Healing over Time and Critical Defense. Does NOT affect drop rate, or items. Sometimes has a positive effect on quest rewards, but not often. SEN: Sense. Primary statistic for crafting potent sub-stats on armor and weapons. Attack: Base stat that determines your damage floor. Sometimes typed "Atk", "Attk", or "AP" short for attack power. Accuracy: Base stat that determines the likelihood of successfully landing damage. Sometimes typed "Accu" or "Acc" Critical: Determines your base chance of initiating a critical strike. Sometimes typed "Crit" or "Crt". Critical Damage: determines the damage amplitude of successful critical strikes. Pierce Physical: determines how much physical armor/armour your physical strikes will bypass on a successful attack. Pierce Magical: determines how much magical armor/armour your magical strikes will bypass on a successful attack. Attacks/Second: determines how many auto-strikes your character will attempt to perform per second while auto attacking. Defense: Determines how much physical damage your character will resist when struck by a physical attack. Sometimes typed "Def", "DEF", or "P.Def" Magic Defense: Determines how much magical damage your character will resist when struck by a magical attack. Sometimes typed "M.Def" Dodge: Determines the likelihood of your character successfully evading an incoming attack. Block Rate: Determines the likelihood of your character attempting to block an incoming attack. Requires a shield or magic tool. Block Physical: Determines how much physical damage is blocked, when a successful block is made. Block Magical: Determines how much magical damage is blocked, when a successful block is made. MSPD: Short for Movement Speed. Determines how quickly your character can run. PvM Offense / Defense: Short for "Player vs Monster Offense / Defense" These stats determine how much bonus damage you deal, or how much you resist respectively while fighting a monster or AI opponent. PvP Offense / Defense: Short for "Player vs Player Offense / Defense" These stats determine how much bonus damage you deal, or how much you resist respectively, while fighting another player character. Note: this does not include player summoned AI/Monsters. MP Cost: Stat governing how much cost reduction are applied to your spells. The more reduction, the less MP you spend on spells. Summon Gauge: Determines the max summoning points you can have. HP Recovery: Determines how many HP [Health Points]per second you recover. Note: Sitting dramatically increases your recovery rates. MP Recovery: Determines how many MP [Mana Points]per second you recover. Note: Sitting dramatically increases your recovery rates. Item Terms: Account Locked: An item which can be stored in the account storage and freely used by all characters that meet the restrictions to equip or use the item. Cannot be made tradable once locked. Character Locked: An item which can only be worn by the character who equipped the item. Account/Character Locked on Equip: An item that once equipped will lock to the Account or Character. Locked on Acquisition: An item that once purchased or retrieved from their stored place will apply the restriction, requiring no further action to apply the restriction. Hardstats / Bold Stats / Primary Stats: The first line(s) or set of an items Bonus Stats that are always found on that unique items Type, Grade and Slot. These cannot be changed. Secondary Stats / Substats / Tertiary Stats: The second line(s)or set of an items Bonus Stats that are found on an item. These stats can be changed via Stat Rerollers*, and are generated at random** when an item is created via crafting, opening of a item box, or dropped via a monster or dungeon reward. *Reroll Hammers aren't currently available in the game and may have been permanently removed. **Crafted items are affected by the crafters SEN stat, increasing the likelihood of higher potency stats, but does not cause it to favor preferential stats. Sockets: sockets are a fixture by which Gemstones and Runes* may be affixed to an item giving it determined stats. Note, this will over-ride any Secondary Stats the item has, until the Gemstone or Rune is removed. Na ROSE preserves the Secondary Stats of an item, no longer removing them if a gemstone is socketed; only disabling them until the stone or rune is removed. *Runes currently are not available in the game. Elements: Elements provided an attunement system akin to RPG's like D&D, Poke'mon and so forth, providing elemental strengths and weaknesses depending on the chosen offensive element, and defensive element the wielder and defender employ in the fight. This is also an optional system, requiring no effort to opt out of as all items are generated in a neutral element. Blank Scrolls / Blanks: An item that when used on an item, will destroy the item, and copy the Secondary Stats to itself, along with the grade. This generated copy can only be applied to items of equal or higher value. More specific information can be found elsewhere. For further instruction, follow the guide posted by @HoneyBunsin this thread. Grade / G#: An items grade. A number assigned to designate dividing lines between level or rarity tiers of items. Important information for Blank Scrolls and Refining. Will expand in the future as needed and mentioned. Sections I would like to include and would appreciate reminders in case I forget some -Vile Edit Update 1: [Updated Jan 9th 2023] I've recently been informed that unbinds will be removed and all items with binding mechanics will no longer be restricted.
  12. That's not necessarily true Kai, every successful major MMORPG uses item binding and restrictions to preserve the integrity of certain items. To be blunt, there is nothing "hard" or challenging about swiping your card for cosmetics. I don't see the reason or need to preserve those items earning integrity. Conversely, I've seen a lot of players arguing you should be able to trade end-game and unique items. Some if not many of those items, especially once refined are incredibly time consuming or hard to get. It is a show of dedication and skill or a large volume of time to obtain a full set of them. Those are worth preserving in my opinion. But, that is the dilemma isn't it. Do we preserve cosmetics that are effectively swiped for, but not protect end-game, powerful gains? Do we not preserve cosmetics that don't increase power, but preserve powerful gains and require them to be earned in-game? Do we preserve neither, and allow people to swipe for cosmetics, sell them, and turn around to buy end-game gear? or Do we preserve both, and make it effectively a closed economy where you trade for very little outside of materials, and vendor consumables. I prefer we protect hard earned achievements in game, including rare content-sourced costumes via the account-locked restriction, and IM cosmetics be tradable or bind on equip, which are able to be unbound via the unbinder [you have to put in a very small amount of effort]. Edit: I think I'm going to make a terminology post since ROSE had some nonconventional terms near the end.
  13. I think it's fair that people who earn a lot of zulie get to use/spend it. I don't think it'd be fair to rewards those who work hard in combat, then turn around and punish those who work hard in econ. If you're talking about IRL rich players, then we'd be talking pay to win, and the Dev's specifically are against that practice.
  14. I have a player house in FFXIV, I don't hang out there because it's not where everyone else is. I go there for specific reasons, then go back to my hang out spots where my friends are. In wild star the same was true, most people had hang out spots, and only used their islands for specific things or to flex, but AFK'd in the capitols. I do know some people who like to get away with their instanced houses, to be alone for a bit and escape. I think they deserve that option. Besides, Clans would do the same if the logic was true. And the only difference I see is, either someone is hanging out alone, or they're hanging out in their click. Both would be susceptible to "isolating" behavior. As for the idea itself, eh. I like player housing, but I don't see it happening in ROSE full stop. Not going to get my hopes up for something that is most likely not happening, and I'd be truly shocked if it did. Genuinely.
  15. You could always apply the upgrades on a curve? Instead of 100 points across 20 levels in increments of 5, have it be something more like: +1, 2, 3, 4, 5: 3 stats [15 total] +6, 7, 8, 9, 10: 4 stats [20 stats, 35 total] +11, 12, 13, 4, 15: 5 stats [ 25 stats, 60 total] +16, 17, 18, 19: 6 stats [ 24 stats, 84 total] +20* = 16 stats. 100 total. If your fear is people won't max out their gear, you could hard bait it that way. But trust me, so long as going from 19 to 20 provided even a single stat, there'd be people who'd pursue it. The only reason they wouldn't would be if the success was so low, that it'd be effectively, or statistically, impossible. And I don't know about you, but I'm not interested in participating in a system that is intentionally infuriatingly low on RNG chance, as those are the biggest violators of respecting player time. I'd much rather have it be guaranteed success, given all material requirements met, and fee's paid. After all, if you truly believed that 5% success would average out, why not simply increase the material cost by 20x and have it be 100%. <Some might get lucky, yes, but others would have the polar opposite luck. I'd rather not alienate a player simply because "math" decided he needed to be the counter balance to someone being lucky>. *This doesn't need to be 20, or on the 20 scale I could replace it with 1-9 and the point would be the same.
  16. Do you compound the risk? You mentioned how if the "stakes are too high" going from 19 to 20 they might opt out. People opted out of 8's and 9's early on because the risk was too high. Do you compound the gathering time, and the material cost? Attempts can fail, gathering twice as many materials for a singular attempt might result in rolling double the materials into that fail. Some people are a bit superstitious, but when you get unlucky with a lower static, bigger chunk system, it hurts that much more. And it wastes that much more time. Technically yes, taking the same power and dividing it into bigger chunks will give you the bigger hit/upgrade. But there is more to it that I glossed over until the previous statements. There is merit to higher numbers, it can when done right, smooth out bad luck, average out RNG to be less spike intense & sadly yes that comes at the expense of those big chunks. I personally believe the middle ground is where it should be. Enough to feel the increase, but forgiving enough that you don't blow up an item, losing hours of time to material loss, or potentially days. But that's me personally, some people honestly believe that you should lose your gear if you die in some games, and I've seen comments in the past where players genuinely wanted there to be zero protection. If the chance for success was 5%, and you rolled and it failed, they honestly wanted you to lose your item, not just the refines, materials and or time. I don't want that, personally.
  17. I would like to believe the average reasonable person can quantify 9 and 20 mentally, which some level of ease. The reason games like WoW and others do level/damage downscaling is because of two primary factors [that they listed themselves]. Damage downscaling because the human brain loses track of values very quickly after 6 digits, or so. So mentally the difference in 6,300,786 and 630,078 when you have less than a second to take it in among other visual stimulus is practically zero. The other being that it's very hard to not break your games balance or run your creative well dry, thinking of unique and impactful ways to reward each level up, when you have 100+ levels. And yes, even ROSE suffers from this. Which is why the Developers most likely wanted a lower static level cap, so they can give you more per level, and you can feel that oomph each time you gain a level. So I would argue that the difference between +9 and +20 if they both took the same time to achieve & gave the same power influence, is functionally similar and the difference in impact is small enough that it perceptually doesn't matter. But perception is bias, and bias is derivative of subjectiveness. What you "feel" is impactful enough and what I "feel" is impactful enough is not always going to be the same. «A small part of me also thinks that this is another one of those "It was this way in iRose and iRose first therefore better version by default errgo 9 is better than anything else." I have nothing to base it on other than a hunch though so, take it with a grain of salt, I don't plan to defend that thought myself»
  18. The # itself is arbitrary, it's about the time it takes to achieve it. Personally, getting +9 in iRose's early life cycle took as long as it took for a +20 in late NaROSE. People forget failing refines in early iRose broke items. The number could be 5, 9 ,31, 14.7 it really doesn't matter. What matters is how it feels, the time it takes, and the pay-off of completing it. As for the glow color. Color is cosmetic for me, I couldn't be bothered or care less if the max was changed to suit the "it must be the brightest and goldiest of them all" seeing as I'll end up refining it to whatever color glows right for my costumes, because costume slots are a thing. Oh, right, so is the glow-dyes they implemented. Making what color is glows by default moot, and really only the intensity matters. The same goes for the gem stones. The max-grade really doesn't matter in terms of what arbitrary number it is assigned. What matters is the same thing, materials, time investment, reward for effort. How does it feel, in short. The runes should be attempted to a fix, or re-tooled as an end-game horizontal progression system related to specific planets and/or non combat related benefits. «or benefits specific to combat in dungeons or other various PvE environments» They don't even technically need to be in the place of gem-stones. They could be added as a second slot, or a system unto themselves. Meaning base gem-stones could remain useful, Artisan mains [myself included] can milk that well dry cause it won't take long especially given they aren't destroyed upon removal anymore. TL:DR I don't care what the number is, I care how long it takes and if my time can be wasted by breaking. Color doesn't matter, we have glow-dyes/painters for that. Gems and Runes don't have to be in the same slot, and runes don't have to be gemstones at all, could be entirely separate system, even non-combat related / dedicated to planetary boons / dungeon boons.
  19. I think I have or recently had the original graph paper where I plotted the job. But I can't remember half of the names or rational behind everything I designed. I'd wager, Leonis might be in a similar position so both would probably due better to be re-designed with the spirit of the class in mind, but accounting for the new game environment. I wish I could say Leonis was someone I talk to but, that's not true, or hasn't been for some years now, though there was a period where I enjoyed hours long conversations back and forth it seemed. I also did get to say hi to him recently, so I know he's floating around as well, and maybe a little birdy could peep in someone's ear *cough Rob cough* to let him know more detailed info about Monk's design concept *wink wink* Ya subtlety isn't my strong suit, lol.
  20. That's the class list STB from the last version of the game. Edit: The only reason I knew the Sorcerers off the top of my head was because I designed them. Leonis was the one in charge of Monk. Sadly, Leonis was moved off ROSE shortly after the go-ahead was given for the implementation of the new classes. So unless the new Dev's want to pick up the torch and do their best to produce the original vision, we may never see them come to fruition.
  21. Debated doing this for a few days but decided I'd best introduce myself given there are so many people returning from years passed. You can call me Vile, I've played ROSE since it's international beta inception, roughly half a year to a year prior to the duplication exploit wipe. In that time I've always played the official version, only investigating private servers when it came to my attention they'd potentially stolen art I'd made for the official server, or had been contacted specifically about making custom models. In the official forum, I had a notorious reputation for being bullheaded or stubborn, rather willing to partake in confronting those who liked to "stir the pot" to put it lightly, and in general did not shy away from making my opinion or position known. I also had a tendency to argue the devils advocate which seemed to get me into more trouble that the benefit of challenging ideas provided. In short.... I had a pretty bad repertoire with some groups of the community. I was voted by the community to be a Champion class Representative. I worked many long hours on the beta Pegasus servers testing and bug hunting, looking for balance issues and so forth. I talked long hours with some of the staff. I made UI modifications, custom buff icon reskins, dabbled with the PTL files and my personal favorite achievement, making quite a few designs and models that were used in the game. I don't regret who I was, but I can confidently say, I've done my utmost to not be that angry confrontational person anymore. Being said, 10k posts on the official forum don't fade from a lot of peoples memories. Some have in private told me that they respected it, and others say my insight is probably the most accurate or in depth you could get. Personally? I appreciate the compliments but I just wanted to explore the game and have fun. That part hasn't changed, but how I want to approach that has changed. If I come off a bit cold or calculated, I apologize. If I've given offense, let me know. I might not be in control of people being offended, but I can and am willing to talk it out and try to come to an understanding. Past being what it is, I'd like to have a good time and maybe make more custom content, enjoy ROSE with good people once again. If my insight can be helpful or useful, then I shal be glad to give it. If not, I'll be doing my own thing in PvE, and I invite anyone to join me in chill times and fun competition in PvE content. Cheers, Vile.
  22. It was Monk and Sorcerer. They were both added to the VFS in the official client. I'd have to look up the second job names for Monk, but Sorcerers was Soothesayer and Soulbinder. Monks was a hand to hand DPS, and Healer/Mystic from what I remember him saying. Sorcerers were a Sen base Crit + Crit Defense focus Damage over time DPS, and a "anti-cleric" that supplies weaker AoE DoT's and status down that rivaled Clerics potency in buffs [albeit for shorter durations requiring upkeep]. As for third jobs, he never mentioned any of those plans to me directly as far as I know. There's have to be some documentation or something internal handed down if that was the case I think. Though I remember some funky entries in the VFS relating to Advanced Champion, Advanced Knight so forth.
  23. Na ROSE changed sub-stats to a tier based system a few years before closing. Grade 1 cannot roll max stat, and therefore the situation where a level 1 item can be better than a level 100 item no longer holds true, especially post stats like defense and dodge scaling higher value totals for the stat curves compared to iRose and very early Evo [from 10 years ago.] In addition, you have blank scrolls which destroy an item, and can transfer the sub-stats to an equal or higher grade items, but never lower grade. Meaning you need a Grade 5? or higher item to roll max sub-stats, but that item can never transfer it's sub-stats via blank scroll to a grade 1, for balance purposes. I'm starting to become incredibly uneasy about how few people seemed to actually be familiar with the version of the game the Dev's have, as most mentions of systems are at best 5+ years old it seems, and severely outdated.
  24. There was Valor quests as well. The faction timed quests also rewarded Valor. It was generally speaking, a PvE currency, and dungeons was simply the fastest method to obtain it. Also, they planned to remove the Valor and Honor shops, in favor of splitting it into 4 currencies again with the factions [I don't necessarily support that idea, but I do miss factions] so for all we know, it'll just go back to faction points. The point was simply that they were obtainable in-game fairly easily. If someone don't have 10 minutes to play the game, I don't foresee that person honestly spending all that much money, if any, on it. I also would like to apologize, but your unique and somewhat abnormal circumstances shouldn't be a basis for a fundamental elements design. I sympathize you don't have any free time but that's a highly specific issue you have. If it was the Na ROSE prior to it shutting down with no changes, I would tell you to buy the valor tickets from IM to do the stones quest in Junon, or do the repeatable Faction quests for Valor. But as I said before, there's no guarantee anything remotely similar will still exist. Or if it would even be necessary. Edit: Sorry almost forgot, one of the fastest dungeon clear times was I think 4:11. That'd be within your time frame with a good party and knowing what you're doing, easily done in under 10 minutes as it was~
  25. I remember proposing mining as a source for the rune materials. The general idea of mining, gathering and harvesting is perfectly within ROSE's conceptual world. And as a side note, sometimes when everyone is doing something, it's because it's a good idea to do it. It's not often when everyone is doing something, and it's bad or harmful. ROSE has plenty of unique charm, you don't need every aspect to be "unique". Sometimes, it's not unique, it's just clunky.
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